>[Review] [Azur Promilia CBT1] Beautiful Girls + Palworld + Clash Royale? Are Qibos just a gimmick, or the core gameplay?
Preface
> Recently, there's been a lot of debate about how anime style games don't need gameplay. My personal take is that recent games, especially those with large 3D open worlds, tend to follow an industrialized formula to ensure stable version updates: mature gameplay (ARPG or turn-based) + mini-games + randomized stat modifiers (like artifacts).
> These respectively correspond to the monetization points needed for updates, content padding for each version, and long-term progression goals.
> As a result, many players who play Game A and then Game B feel it's just a different skin—version events, progression experience, and endgame mechanics are all largely the same. So they end up preferring games that are more hassle-free (whether that means less whaling or less grinding).
> So here's my bold claim: gameplay fatigue comes from consuming too many industrialized canned games.
> Now, aside from its signature cute girls, AP heavily promotes "Qibo"—a pet-catching mechanic. This is actually an attempt to break the mold and solve the two major challenges of updating large 3D open-world games:
Content padding for each version, and long-term progression goals.
So how well is AP actually doing?